Aetheria/Assets/Scripts/ServerShared/Behaviors/AetherDrive.cs
2026-06-14 17:54:23 +01:00

145 lines
5 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, EntityTypeRestriction(HullType.Ship)]
public class AetherDriveData : BehaviorData
{
[Inspectable, LegacyPayloadKey(1)]
public float3 RotorDiameter;
[Inspectable, LegacyPayloadKey(2)]
public float3 RotorMass;
[Inspectable, LegacyPayloadKey(3)]
public PerformanceStat MaximumRpm;
[Inspectable, LegacyPayloadKey(4)]
public float3 CouplingLambda;
[Inspectable, LegacyPayloadKey(5)]
public PerformanceStat LambdaMultiplier;
[Inspectable, LegacyPayloadKey(6)]
public PerformanceStat CouplingEfficiency;
[Inspectable, LegacyPayloadKey(7)]
public PerformanceStat Torque;
[Inspectable, LegacyPayloadKey(8)]
public BezierCurve TorqueProfile;
[Inspectable, LegacyPayloadKey(9)]
public PerformanceStat EnergyDraw;
[Inspectable, LegacyPayloadKey(10)]
public PerformanceStat PassiveCoupling;
[InspectableAudioParameter, LegacyPayloadKey(11)]
public uint RpmAudioParameter;
[InspectableAudioParameter, LegacyPayloadKey(12)]
public uint TorqueRatioAudioParameter;
[InspectablePrefab, LegacyPayloadKey(13)]
public string Particles;
public override Behavior CreateInstance(EquippedItem item)
{
return new AetherDrive(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new AetherDrive(this, item);
}
}
public class AetherDrive : Behavior
{
private AetherDriveData _data;
private float3 _axis;
public float3 Thrust { get; private set; }
public float3 Rpm { get; private set; }
public float MaximumRpm { get; private set; }
public float2 ThrustDirection { get; private set; }
public string Particles { get; }
public float3 Axis
{
get => _axis;
set => _axis = clamp(value, -1, 1);
}
public AetherDrive(AetherDriveData data, EquippedItem item) : base(data, item)
{
_data = data;
Particles = data.Particles;
}
public AetherDrive(AetherDriveData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
Particles = data.Particles;
}
public override bool Execute(float dt)
{
var rotorSpeed = Rpm * _data.RotorDiameter / 100;
var forward = normalize(Entity.Direction);
var right = forward.Rotate(ItemRotation.Clockwise);
var speed = float2(dot(Entity.Velocity, forward), dot(Entity.Velocity, right));
var couplingEfficiency = Evaluate(_data.CouplingEfficiency);
var efficiency = float3(saturate(1 - speed / max(rotorSpeed.xy, 1) * sign(_axis.xy)) * couplingEfficiency, 1);
Thrust = (Rpm - AetheriaMath.Decay(Rpm, _data.CouplingLambda, dt)) * _data.RotorMass * efficiency;
var couplingLambda = _data.CouplingLambda * Item.Evaluate(_data.LambdaMultiplier) * max(abs(_axis), Evaluate(_data.PassiveCoupling));
var previousRpm = Rpm;
Rpm = AetheriaMath.Decay(Rpm, couplingLambda, dt);
var rpmLoss = previousRpm - Rpm;
var force = rpmLoss * _data.RotorMass * efficiency;
var heat = rpmLoss * _data.RotorMass * (1 - couplingEfficiency);
AddHeat((heat.x + heat.y + heat.z)*ItemManager.GameplaySettings.AetherHeatMultiplier);
ThrustDirection = forward * (_axis.x * force.x / Entity.Mass) + right * (_axis.y * force.y / Entity.Mass);
Entity.Velocity += ThrustDirection;
Entity.Direction = mul(Entity.Direction,
Unity.Mathematics.float2x2.Rotate(force.z * _axis.z * ItemManager.GameplaySettings.AetherTorqueMultiplier / Entity.Mass));
if(float.IsNaN(Entity.Velocity.x))
ItemManager.Log("FUCK FUCK FUCK FUCK");
MaximumRpm = Evaluate(_data.MaximumRpm);
var torqueProfile = float3(
_data.TorqueProfile.Evaluate(Rpm.x / MaximumRpm),
_data.TorqueProfile.Evaluate(Rpm.y / MaximumRpm),
_data.TorqueProfile.Evaluate(Rpm.z / MaximumRpm));
var potentialTorque = Evaluate(_data.Torque) * torqueProfile;
var potentialRpmDelta = potentialTorque / length(_data.RotorMass) * dt;
var actualRpmDelta = min(MaximumRpm - Rpm, potentialRpmDelta);
var torqueRatio = actualRpmDelta / potentialRpmDelta;
var draw = torqueRatio * Evaluate(_data.EnergyDraw) / 3;
Item.SetAudioParameter(SpecialAudioParameter.Intensity, max(max(abs(_axis.x), abs(_axis.y)), abs(_axis.z)));
Item.SetAudioParameter(_data.RpmAudioParameter, (Rpm.x + Rpm.y + Rpm.z) / 3 / MaximumRpm);
Item.SetAudioParameter(_data.TorqueRatioAudioParameter, max(max(torqueRatio.x, torqueRatio.y), torqueRatio.z));
if (Entity.TryConsumeEnergy((draw.x + draw.y + draw.z)*dt))
{
Rpm += actualRpmDelta;
return true;
}
return false;
}
}